kujah

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  • in reply to: Ways to speed up crafting solver? #4238

    kujah
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    They already explained that its meaningless to let solver work more than 10 seconds. Theres also a recommended preset. If youre solving in 30 min youre doing it wrong. Read here: https://miqobot.com/forum/forums/topic/beta-crafting-solver-for-60-gathering-rotations-desynthesis/page/3/

    All your answers should be there, 61-70 my solver runs in 2-4 seconds now.

    in reply to: Crafting: Specialist trait interference #4106

    kujah
    Participant
    1+

    the only one who took one look at the crafter traits and thought “these are probably gonna mess with miqo, better not unlock them yet”?

    No, have faith you are not alone! All my quests are completed and waiting for the green light “Phase 2 Complete” to turn in 🙂

    As for Weise, we are fortunate they have released updates to MB for SB in 2 phases (phase 1 & 2) Phase 1 was complete which was updating how MB interacts with new UI elements etc and the rest of it runs as though you are still level 60, Phase 2 is the update which will look out for all these extra perks and skills at the moment will try to get a good/excellent to use BB on at 90% because the formula she uses for 61-70 doesn’t work 100% with SB, if they did not release it in this way we would literally have nothing atm.

    They are working on it, they are interacting with users and accepting bug reports i don’t know where your 20-30 minutes is coming from but mine usually take about 10-20 seconds at 70 to recalculate if something like food drops.

    Just chill out, check the thread Lyfox linked he knows his stuff and has made some amazing contributions to this community. If you really need to get the crafts done without these supposed 20-30 minute timers then hand craft them it shouldn’t be a problem if you really are a high level crafter. I could only understand your point of view if MB team had given zero information on what they were doing.

    in reply to: Unable to teleport out of Company-Workshop #3776

    kujah
    Participant
    0

    Also got this when running a scenario inside one of the mission areas in kugane (similar to rising stones)

    in reply to: Gathering under water #3774

    kujah
    Participant
    0

    I also posted a similar question in main SB topic:

    Navigation under water for gathering nodes seems somewhat flaky once you reach the node,

    For 90% of nodes i have no issue, however some of them close to the sea bed i have issues with when making grids, i found that the bot can easily get stuck “2 more steps to go” even if i only 1 step or when my PC is on top of the target branch.

    The solution i found was to make the bot approach with camera facing the node as it approaches on its last branch, it does not seem to turn and face most of the time with the nodes i had issues on.

    You can make a grid as normal but its flaky if you dont approach the node correctly. I found that I had to force character to aproach directly at the problem nodes as oposed to just slaping a node in from an odd angle, even then it would flake out at times because it only navigated “above” the node instead of next to it like you would on land. I found all my problem nodes were on the sea floor i assume it was because i couldn’t always aproach from the same level or below.

    If you put the work in it will definately work but you wont get anything that looks as natural as it could on land from my experience.

    Further to the grid the poster above posted you will notice the ones along the sea floor run in an almost flat line along the sea bed. I used that one for 2 hrs and it only flaked out once its a decent grid.

    • This reply was modified 7 years, 4 months ago by  kujah.
    in reply to: Stormblood – Upgrade Stage 1 #3645

    kujah
    Participant
    0

    Navigation under water for gathering nodes seems somewhat flaky once you reach the node,

    For 90% of nodes i have no issue, however some of them close to the sea bed i have issues with when making grids, i found that the bot can easily get stuck “2 more steps to go” even if i only 1 step or when my PC is on top of the target branch.

    The solution i found was to make the bot approach with camera facing the node as it approaches on its last branch, it does not seem to turn and face most of the time with the nodes i had issues on.

    in reply to: [Beta] Scenario Scripting Engine #3420

    kujah
    Participant
    0

    I can’t replicate the same behaviour ryue at least on nodes that are spread quite widely, i can have all nodes linked to the nav point with 2 possible green nodes and it fails because of the distance.
    I get the following:

    (14:23:49) 1 trip more..
    (14:23:49) Destination reached!
    (14:23:49) There is no gathering node to touch!
    (14:23:49) ERROR (Chapter 8, Line 5): Execution error
    
    • This reply was modified 7 years, 5 months ago by  kujah.

    kujah
    Participant
    0

    I can see what you are saying, but it still doesn’t work, the part with way point 18 is particularly bad as they are all spread out, when i remove everything else centre up the way point so grid links to all deposits i get an error despite nodes being within reach

    I will test out the land() but i have to go out shortly unfortunately


    kujah
    Participant
    0

    Hi,

    Not as of yet managed to run through it 1.5 times while playing with grids too so not had much of a chance.

    As for touch, i have changed most to have a “fly” point with a short link to a Walk or Stealth point.

    in reply to: [Beta] Scenario Scripting Engine #3396

    kujah
    Participant
    0

    Hi Guys,

    Just enquiring about “gatherTouch” function, i seem to have an issue where i set it to navigate to a waypoint then gatherTouch, even though “Green” nodes are linked it does not touch due to distance, is it possible to specify in gathertouch() multiple waypoints or to search up to a certain number of branches before it errors out? or perhaps there is another way that i have missed.

    Many Thanks


    kujah
    Participant
    0

    Hi guys,

    Thanks for taking a look and apologies for delay, managed to get on it today, I believe i addressed the issues highlighted, I’ve modified a few gathering grids too

    I still have issues with:

    Nodes being too far form waypoints to touch despite being “connected” to the node – i have tried to add more waypoints see if it would try to branch through them but it wont also noticed that when GP is below 350 it will not use conductibility.

    I also still need to set up a 3/8 appraisal for farming

    Many Thanks

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